Files
MinecraftConsoles/Minecraft.World/Mob.h
2026-03-01 12:16:08 +08:00

370 lines
8.2 KiB
C++

#pragma once
using namespace std;
#include "Entity.h"
#include "MobType.h"
#include "GoalSelector.h"
class HitResult;
class Level;
class CompoundTag;
class MobEffectInstance;
class DamageSource;
class MobEffect;
class LookControl;
class MoveControl;
class JumpControl;
class BodyControl;
class PathNavigation;
class Sensing;
class Icon;
class Pos;
class Mob : public Entity
{
friend class MobSpawner;
protected:
// 4J - added for common ctor code
void _init();
public:
Mob(Level* level);
virtual ~Mob();
// 4J-PB - added to replace (e instanceof Type), avoiding dynamic casts
eINSTANCEOF GetType() { return eTYPE_MOB;}
static Entity *create(Level *level) { return NULL; }
public:
static const int ATTACK_DURATION = 5;
static const int PLAYER_HURT_EXPERIENCE_TIME = 20 * 3;
public: // 4J Stu - Made public
static const int DATA_EFFECT_COLOR_ID = 8;
private:
static const double MIN_MOVEMENT_DISTANCE;
public:
int invulnerableDuration;
float timeOffs;
float rotA;
float yBodyRot, yBodyRotO;
float yHeadRot, yHeadRotO;
protected:
float oRun, run;
float animStep, animStepO;
bool hasHair;
// wstring textureName;
int textureIdx; // 4J changed from wstring textureName
bool allowAlpha;
float rotOffs;
wstring modelName;
float bobStrength;
int deathScore;
float renderOffset;
public:
float walkingSpeed;
float flyingSpeed;
float oAttackAnim, attackAnim;
protected:
int health;
public:
int lastHealth;
protected:
int dmgSpill;
public:
int ambientSoundTime;
int hurtTime;
int hurtDuration;
float hurtDir;
int deathTime;
int attackTime;
float oTilt, tilt;
protected:
bool dead;
int xpReward;
public:
int modelNum;
float animSpeed;
float walkAnimSpeedO;
float walkAnimSpeed;
float walkAnimPos;
protected:
shared_ptr<Player> lastHurtByPlayer;
int lastHurtByPlayerTime;
private:
shared_ptr<Mob> lastHurtByMob;
int lastHurtByMobTime;
shared_ptr<Mob> lastHurtMob;
public:
int arrowCount;
int removeArrowTime;
protected:
map<int, MobEffectInstance *> activeEffects;
private:
bool effectsDirty;
int effectColor;
LookControl *lookControl;
MoveControl *moveControl;
JumpControl *jumpControl;
BodyControl *bodyControl;
PathNavigation *navigation;
protected:
GoalSelector goalSelector;
GoalSelector targetSelector;
private:
shared_ptr<Mob> target;
Sensing *sensing;
float speed;
Pos *restrictCenter;
float restrictRadius;
public:
virtual LookControl *getLookControl();
virtual MoveControl *getMoveControl();
virtual JumpControl *getJumpControl();
virtual PathNavigation *getNavigation();
virtual Sensing *getSensing();
virtual Random *getRandom();
virtual shared_ptr<Mob> getLastHurtByMob();
virtual shared_ptr<Mob> getLastHurtMob();
void setLastHurtMob(shared_ptr<Entity> target);
virtual int getNoActionTime();
float getYHeadRot();
void setYHeadRot(float yHeadRot);
float getSpeed();
void setSpeed(float speed);
virtual bool doHurtTarget(shared_ptr<Entity> target);
shared_ptr<Mob> getTarget();
virtual void setTarget(shared_ptr<Mob> target);
virtual bool canAttackType(eINSTANCEOF targetType);
virtual void ate();
bool isWithinRestriction();
bool isWithinRestriction(int x, int y, int z);
void restrictTo(int x, int y, int z, int radius);
Pos *getRestrictCenter();
float getRestrictRadius();
void clearRestriction();
bool hasRestriction();
virtual void setLastHurtByMob(shared_ptr<Mob> hurtBy);
protected:
virtual void defineSynchedData();
public:
bool canSee(shared_ptr<Entity> target);
virtual int getTexture(); // 4J - changed from wstring to int
virtual bool isPickable() ;
virtual bool isPushable();
virtual float getHeadHeight();
virtual int getAmbientSoundInterval();
void playAmbientSound();
virtual void baseTick();
protected:
virtual void tickDeath();
virtual int decreaseAirSupply(int currentSupply);
virtual int getExperienceReward(shared_ptr<Player> killedBy);
virtual bool isAlwaysExperienceDropper();
public:
void spawnAnim();
virtual void rideTick();
protected:
int lSteps;
double lx, ly, lz, lyr, lxr;
public:
virtual void lerpTo(double x, double y, double z, float yRot, float xRot, int steps);
private:
float fallTime;
public:
void superTick();
virtual void tick();
virtual void heal(int heal);
virtual int getMaxHealth() = 0;
virtual int getHealth();
virtual void setHealth(int health);
protected:
int lastHurt;
public:
virtual bool hurt(DamageSource *source, int dmg);
protected:
float getVoicePitch();
public:
virtual void animateHurt();
/**
* Fetches the mob's armor value, from 0 (no armor) to 20 (full armor)
*
* @return
*/
virtual int getArmorValue();
protected:
virtual void hurtArmor(int damage);
virtual int getDamageAfterArmorAbsorb(DamageSource *damageSource, int damage);
virtual int getDamageAfterMagicAbsorb(DamageSource *damageSource, int damage);
virtual void actuallyHurt(DamageSource *source, int dmg);
virtual float getSoundVolume();
virtual int getAmbientSound();
virtual int getHurtSound();
virtual int getDeathSound();
public:
void knockback(shared_ptr<Entity> source, int dmg, double xd, double zd);
virtual void die(DamageSource *source);
protected:
virtual void dropRareDeathLoot(int rareLootLevel);
virtual void dropDeathLoot(bool wasKilledByPlayer, int playerBonusLevel);
virtual int getDeathLoot();
virtual void causeFallDamage(float distance);
public:
virtual void travel(float xa, float ya);
virtual bool onLadder();
virtual bool isShootable();
virtual void addAdditonalSaveData(CompoundTag *entityTag);
virtual void readAdditionalSaveData(CompoundTag *tag);
virtual bool isAlive();
virtual bool isWaterMob();
virtual int getLightColor(float a); // 4J - added
protected:
int noActionTime;
float xxa, yya, yRotA;
bool jumping;
float defaultLookAngle;
float runSpeed;
protected:
int noJumpDelay;
public:
virtual void setYya(float yya);
virtual void setJumping(bool jump);
virtual void aiStep();
protected:
virtual bool useNewAi();
virtual bool isEffectiveAI();
virtual bool isImmobile();
public:
virtual bool isBlocking();
protected:
virtual void jumpFromGround();
virtual bool removeWhenFarAway();
private:
shared_ptr<Entity> lookingAt;
protected:
int lookTime;
virtual void checkDespawn();
virtual void newServerAiStep();
virtual void serverAiMobStep();
virtual void serverAiStep();
public:
virtual int getMaxHeadXRot();
protected:
void lookAt(shared_ptr<Entity> e, float yMax, float xMax);
bool isLookingAtAnEntity();
shared_ptr<Entity> getLookingAt();
private:
float rotlerp(float a, float b, float max);
public:
virtual bool canSpawn();
protected:
virtual void outOfWorld();
public:
float getAttackAnim(float a);
virtual Vec3 *getPos(float a);
virtual Vec3 *getLookAngle();
Vec3 *getViewVector(float a);
virtual float getSizeScale();
virtual float getHeadSizeScale();
HitResult *pick(double range, float a);
virtual int getMaxSpawnClusterSize();
virtual shared_ptr<ItemInstance> getCarriedItem();
virtual shared_ptr<ItemInstance> getArmor(int pos);
virtual void handleEntityEvent(byte id);
virtual bool isSleeping();
virtual Icon *getItemInHandIcon(shared_ptr<ItemInstance> item, int layer);
virtual bool shouldRender(Vec3 *c);
protected:
void tickEffects();
public:
void removeAllEffects();
vector<MobEffectInstance *> *getActiveEffects();
bool hasEffect(int id);
bool hasEffect(MobEffect *effect);
MobEffectInstance *getEffect(MobEffect *effect);
void addEffect(MobEffectInstance *newEffect);
void addEffectNoUpdate(MobEffectInstance *newEffect); // 4J Added
virtual bool canBeAffected(MobEffectInstance *newEffect);
virtual bool isInvertedHealAndHarm();
void removeEffectNoUpdate(int effectId);
void removeEffect(int effectId);
protected:
virtual void onEffectAdded(MobEffectInstance *effect);
virtual void onEffectUpdated(MobEffectInstance *effect);
virtual void onEffectRemoved(MobEffectInstance *effect);
public:
virtual float getWalkingSpeedModifier();
// 4J-Pb added (from 1.2.3)
virtual void teleportTo(double x, double y, double z);
virtual bool isBaby();
virtual MobType getMobType();
virtual void breakItem(shared_ptr<ItemInstance> itemInstance);
virtual bool isInvulnerable();
virtual void finalizeMobSpawn();
virtual bool canBeControlledByRider();
// 4J Added override to update ai elements when loading entity from schematics
virtual void setLevel(Level *level);
};